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New O.G.R Map: Back On The Road


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#1 AmEyeBlind

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Posted 24 December 2008 - 09:35 AM

hohoho boys and girls,
i finished another mass murder map some days ago, but was holding it for xmas.
so here comes back on the road feat. roof trippin vs. underground blues
there are some gimmis on the map, but i wont tell anything now.
dont want to spoil your fun of exploring it.
i created 5 different versions of the map.
the number on the end is round about the ai you can kill on the map.
the 200 version might be doable on 1 life only servers.
but that would need a really good team!

there is 1 known bug what i didnt get ride of, but i kinda like it now.
underneath the palacio is a small tunnel system.
dont use a nadeluncher down there, its gonna crash your game!!!
if you are hosting the server will go down.
if you are a client just you gonna drop to desktop.
normal nades work fine in the tunnels.

so just 1 thing left to say.
merry unholy x-mas for ya all 0:) :devil: 0:)
heres the link for all 5 versions in 1 pack.
enjoy your holidays

Download
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#2 fishmonger

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Posted 29 December 2008 - 08:11 PM

the 200 version might be doable on 1 life only servers.
but that would need a really good team!


it'll take more than a good team - you'll need one that knows where your snipers are placed or at least plays the map often enough to learn that.

I gave up a single player test after about 60 kills and plenty of deaths. I didn't even make it around the first street turn yet. Doesn't look promising for single death operation.

We may give the map a spin on a respawn mod night, though, beacuse there's no way we'll learn and get through this map without first playing it the respawn way.

Also - is there any reason for the big hole behind spawn so that folks can try to see the map from below as they drop into the void and crash their game? It was the first thing I did - doh :-)

#3 AmEyeBlind

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Posted 29 December 2008 - 11:01 PM

if ya take the way over the roofs the snipers are pretty easy. ;)
but to play it on respawn 1st to learn the map could be a good way.

and for the void, well that map is too damn big. i had to render it in 2 stebs.
so i didnt place anything that doesnt need to be there, to save me some time on the rendering.
toke me a bit over 5h for a 3 pass medium on the statics, and almost 1 h for a 3 pass high on the probs.

you can jump in the void at zulu as well if ya like :D
i thought players would know not to step in the black :P
didnt i wrote "mind your step" on the loading screen 0:)
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#4 fishmonger

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Posted 30 December 2008 - 06:46 PM

if ya take the way over the roofs the snipers are pretty easy. ;)
but to play it on respawn 1st to learn the map could be a good way.

and for the void, well that map is too damn big. i had to render it in 2 stebs.
so i didnt place anything that doesnt need to be there, to save me some time on the rendering.
toke me a bit over 5h for a 3 pass medium on the statics, and almost 1 h for a 3 pass high on the probs.

you can jump in the void at zulu as well if ya like :D
i thought players would know not to step in the black :P
didnt i wrote "mind your step" on the loading screen 0:)


what roofs? I didn't even get to the first bend in the road, so I guess it may need some instructions to find them if there's a way to go up higher before the first right turn in the road. Been sniped and blown up by that point about 4 times and that is on "easy" setting which we don't play online

as for big maps - I have the same problem right now with my current project- either gotta render the thing in low or do what you did. I've only once rendered sections of a map separately - any suggestions on the process to do this like you point out, or is it just as simple as running the world file with just props and then again with just statics, combining the lightmaps in the xml through texture scope and with whatever tells the game where to find the dds files? I may need to do that.

also, you can always add wooden fences after you're done rendering, since they don't require lightmaps. same with spansk ryttare, heavy weapons like the mk19, and obviously the invisible helper_mover barrier, but that wouldn't hide anything of that void. The fences that retain a barrier after being shot up probably would keep players from falling into the big hole :)

#5 AmEyeBlind

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Posted 30 December 2008 - 11:48 PM

@roofs :D
the way up is really close to the start.
when ya spawn move to the left and walk into the 1st small ally, mind the sniper up high.
in there you will find a staircase going up to the roofs.
i connected about 1 km of roofs together for a way to zulu.
there is another staircase in the middle infront of the palacio.
but the way has some bloks, what will be removed by a trigger on the road.

if ya are in a blow up mood pump a nade on the snipers positions,
but better do it when hes down, otherwise you can get in deep ######. :hmm:

@void
i really didnt care bout that in this map. its quite obvious that you shouldnt walk there.

@rendering
what i did after i builded the map completly and backed up my world.xml was,
1. cleaned everything out of the world.xml except statics
2. renderd that 3 pass medium
3. moved the lightmaps in a temp folder
4. copyed the world.xml backup in the work folder
5. cleaned everything out of the world.xml except probs
(only probs that dont fall down were used at this point)
6. rendered that 3 pass high
7. copyed the lightmaps from the static render in the lightmap folder
- and combined the 2 lightmap_positions.xml´s together.
(they dont need to be in an order, just add it on the end.)
8. copyed the world.xml backup in the work folder
9. exported the map without any rendering

thats how i did it. but there are parts on the map were the lightmaps dont look right according to the environment.
like the stonebenches. most of em are in dark corners but they look shiney, and things like that.
maybe it works better to do a 3 pass medium only with statics, and then a 3 pass low with everything for the probs.
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#6 fishmonger

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Posted 31 December 2008 - 03:59 PM

given I saw a lot of 7.5 meter pipes in your lightmaps, I assume the roof route means a lot of balancing on pipes? :-)

re lightmaps - I was wondering about those props that drop - I think I did exactly what you are suggesting - rendered the entire map in low qual, then just the statics in medium, and now I am combining. Lots of editing - guess I will have to sort that stuff in a spreadsheet to save myself some work...

#7 fishmonger

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Posted 03 January 2009 - 03:37 AM

I gave up on the separate renders - objects that don't sit on top of statics when you render those don't throw shadows. Basically, the map looked a lot better when everything was rendered in low than statics on medium and props on high combined. Was a waste of time.




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